Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
1.) Controlling a resource gives a faction wide bonus regardless of quantity.
2.) Resources can be traded for wealth based on a supply and demand system.
3.) Resources can be used as a requirement for buildings.
As of right now to my knowledge the quantity of a resource only effects trading; 1 unit of any resource is enough to get the bonus or to build a building requiring it. If it was simple to do I would attempt to change this.
I don't want to mess with 1 & 3, but instead the idea was to expand 2. Having more resources of different values, which will be in different supplies and demands. I wanted to increase the incentive to trade by increasing potential wealth based on more than the choice of conquering a settlement with a resource.
The conquering of settlements with resources exists, and I don't want to change that because it works, so this has nothing to do with that. What I changed is what resources an empire can have from construction choices alone; building builds that produce goods to trade.
Its a good idea and until recently i was using Xilos "Meaningful Resources" and it made the game so much better. Alas he is ignoring his subscribers so not sure when or if he will update.